2001-10-04 23:12:57 +08:00
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//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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2001-09-20 05:19:47 +08:00
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#ifndef OSG_STENCIL
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#define OSG_STENCIL 1
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#include <osg/StateAttribute>
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#include <osg/StateSet>
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#include <osg/Types>
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namespace osg {
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2001-10-01 19:15:55 +08:00
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/** Encapsulate OpenGL glStencilFunc/Op/Mask functions.
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2001-09-20 05:19:47 +08:00
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*/
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class SG_EXPORT Stencil : public StateAttribute
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{
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public :
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Stencil();
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2001-09-22 10:42:08 +08:00
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2002-01-29 22:04:06 +08:00
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Stencil(const Stencil& stencil,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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StateAttribute(stencil,copyop),
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Added support for shallow and deep copy of nodes, drawables and state, via a
copy constructor which takes an optional Cloner object, and the old
osg::Object::clone() has changed so that it now requires a Cloner as paramter.
This is passed on to the copy constructor to help control the shallow vs
deep copying. The old functionality of clone() which was clone of type has
been renamed to cloneType().
Updated all of the OSG to work with these new conventions, implemention all
the required copy constructors etc. A couple of areas will do shallow
copies by design, a couple of other still need to be updated to do either
shallow or deep.
Neither of the shallow or deep copy operations have been tested yet, only
the old functionality of the OSG has been checked so far, such running the
viewer on various demo datasets.
Also fixed a problem in osg::Optimize::RemoveRendundentNodesVisitor which
was not checking that Group didn't have have any attached StateSet's, Callbacks
or UserData. These checks have now been added, which fixes a bug which was
revealled by the new osgscribe demo, this related to removal of group acting
as state decorator.
method
2002-01-29 05:17:01 +08:00
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_func(stencil._func),
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_funcRef(stencil._funcRef),
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_funcMask(stencil._funcMask),
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_sfail(stencil._sfail),
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_zfail(stencil._zfail),
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_zpass(stencil._zpass),
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_writeMask(stencil._writeMask) {}
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2001-09-22 10:42:08 +08:00
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META_StateAttribute(Stencil, STENCIL);
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2001-09-20 05:19:47 +08:00
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2001-09-22 10:42:08 +08:00
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
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virtual int compare(const StateAttribute& sa) const
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{
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// check the types are equal and then create the rhs variable
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// used by the COMPARE_StateAttribute_Paramter macro's below.
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COMPARE_StateAttribute_Types(Stencil,sa)
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// compare each paramter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_func)
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COMPARE_StateAttribute_Parameter(_funcRef)
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COMPARE_StateAttribute_Parameter(_funcMask)
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COMPARE_StateAttribute_Parameter(_sfail)
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COMPARE_StateAttribute_Parameter(_zfail)
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COMPARE_StateAttribute_Parameter(_zpass)
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COMPARE_StateAttribute_Parameter(_writeMask)
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return 0; // passed all the above comparison macro's, must be equal.
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}
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2001-09-20 05:19:47 +08:00
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virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
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{
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ds.setMode(GL_STENCIL_TEST,value);
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}
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enum Function
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{
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NEVER = GL_NEVER,
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LESS = GL_LESS,
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EQUAL = GL_EQUAL,
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LEQUAL = GL_LEQUAL,
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GREATER = GL_GREATER,
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NOTEQUAL = GL_NOTEQUAL,
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GEQUAL = GL_GEQUAL,
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ALWAYS = GL_ALWAYS
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};
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inline void setFunction(const Function func,int ref,uint mask)
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{
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_func = func;
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_funcRef = ref;
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_funcMask = mask;
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}
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inline const Function getFunction() const { return _func; }
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inline const int getFunctionRef() const { return _funcRef; }
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inline const uint getFunctionMask() const { return _funcMask; }
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enum Operation
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{
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KEEP = GL_KEEP,
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ZERO = GL_ZERO,
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REPLACE = GL_REPLACE,
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INCR = GL_INCR,
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DECR = GL_DECR,
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INVERT = GL_INVERT
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};
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/** set the operations to apply when the various stencil and depth
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2001-10-01 19:15:55 +08:00
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* tests fail or pass. First parameter is to control the operation
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* when the stencil test fails. The second parameter is to control the
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* operation when the stencil test passes, but depth test fails. The
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2001-09-20 05:19:47 +08:00
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* third parameter controls the operation when both the stencil test
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* and depth pass. Ordering of parameter is the same as if using
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* glStencilOp(,,).*/
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inline void setOperation(const Operation sfail, const Operation zfail, const Operation zpass)
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{
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_sfail = sfail;
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_zfail = zfail;
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_zpass = zpass;
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}
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/** get the operation when the stencil test fails.*/
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inline const Operation getStencilFailOperation() const { return _sfail; }
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/** get the operation when the stencil test passes but the depth test fails*/
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inline const Operation getStencilPassAndDepthFailOperation() const { return _zfail; }
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/** get the operation when both the stencil test and the depth test pass*/
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inline const Operation getStencilPassAndDepthPassOperation() const { return _zpass; }
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inline void setWriteMask(uint mask) { _writeMask = mask; }
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inline const uint getWriteMask() const { return _writeMask; }
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virtual void apply(State& state) const;
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protected:
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virtual ~Stencil();
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Function _func;
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int _funcRef;
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uint _funcMask;
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Operation _sfail;
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Operation _zfail;
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Operation _zpass;
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uint _writeMask;
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};
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};
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#endif
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